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  #11  
Old December 12th, 2003, 07:33 PM
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Default Re: Colonizing Stars, Warp Points and Storms

Quote:
Originally posted by Nodachi:
I like the asteroid moon idea. I wonder if remote mining abilities would function in a modded facility...
Get back to us on your test results.
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  #12  
Old December 12th, 2003, 08:12 PM
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Default Re: Colonizing Stars, Warp Points and Storms

Ok, results are in.
Remote resource generation does not work when put on a facility.
Oh well, so much for that idea.
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  #13  
Old December 12th, 2003, 08:30 PM

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Default Re: Colonizing Stars, Warp Points and Storms

Hey,

We can't add new planet types. Maybe I will take the ice planet out, make its graphics look like stars/warp points/storms (each phenomena wwould only be one size), and then make warp points stars and sorms invisible. I would put both the planet and stellarobject in the same secor. This way you can only really see one, the one that will be populated and whatnot. The effects of the stellar body will still exist as well as order options (ie warp), but you just can't see that actual object.

This, however, will let stellar entities colonize storms, enery entities collonize warp points, and dimensional entities colonize storms. hmmmmm.

I could take away gas giants, make all planets the same time, and use gas of stars and ice for warp points. Have the energy based entities live out of warp points too?

We shall see.
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  #14  
Old December 13th, 2003, 12:18 AM
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Default Re: Colonizing Stars, Warp Points and Storms

Would Warp Point entities build once at each WP or once for each side of the WP. That could be your first planet, warp and build there.
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  #15  
Old December 13th, 2003, 01:18 AM

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Default Re: Colonizing Stars, Warp Points and Storms

They would build on both sides. THis sounds a little unbalancing, but if you figure an average of three warp points per system, then that is actualy only three colonies per system. I was going to make colony modules for the new life types expensive, but also make the caro and facilities limit very high.

This kind of system is interesting because in reality, since the varuious lifeforms don't have to compete for colony space, there is no real reason to fight. There could really be four different games going on at once. The Dimensional biengs might get in the way because if you are not a peace with them they will block warp points but besides that.

-Pat
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  #16  
Old December 13th, 2003, 07:04 AM
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Default Re: Colonizing Stars, Warp Points and Storms

I guess stellar manipulation tech won't work in this type of game. If it did, the storm-living races could create unlimited numbers of storms to colonize, and it would be unbalancing. Well, the same with warp point.
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  #17  
Old December 13th, 2003, 10:26 PM

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Default Re: Colonizing Stars, Warp Points and Storms

Stellar manipulatio would still work, because remember the races are not colonizing the star, warp point or storm, but rather the "invisible" planet in the same system. If you create new such phenomena ingame they will be missing this planet. Chalk it up to these new stellar manipulations not bieng fully matured yet.

-Pat
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  #18  
Old December 14th, 2003, 12:37 AM
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Default Re: Colonizing Stars, Warp Points and Storms

i think maybe he means the ones to create planets.
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  #19  
Old December 14th, 2003, 03:26 AM

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Default Re: Colonizing Stars, Warp Points and Storms

I don't understand, as planets are made from asteroids. Of course, if you mad ea planet out of an asteroid fields, and it ends up bieng gas or ice, then the none planet based lifeforms would be able to colonize them.
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  #20  
Old January 28th, 2004, 01:44 AM

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Default Re: Colonizing Stars, Warp Points and Storms

Perhaps with create planet the basic could be a noen atmosphere - an additional technology type on board could be create planet atmosphere component that could 1st level of tech random atmosphere and 2nd level tech could be the choice of actual atmostphere.
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